Author Topic: Base Class - Anchorite  (Read 7015 times)

Offline DonQuixote

  • Honorary Mod
  • *****
  • Posts: 2946
  • What is sickness to the body of a knight errant?
    • View Profile
    • The Spellshaping Codices (Homebrew Board)
Base Class - Anchorite
« on: November 11, 2011, 06:35:26 PM »
Anchorite
“My power is not taken from gods or books.  It comes from within my very soul.”
—Atah Menk, anchorite

Some come to magical power through study.  Others are simply born into power, manifesting and wielding it effortlessly.  However, there is also a third path: the path of the anchorite.  Those who follow this path believe that magical energy flows through all creatures, from the mightiest wizard to the lowliest toad.  Through a dedicated regimen of meditation and self-reflection, these anchorites learn to tap into this power as it flows through them, wielding it in the form of arcane formulae.

   An anchorite seeks above all to understand herself, for—if she does not—she cannot hope to understand the powers that she wields.  As such, she tends to gravitate towards circles that epitomize her philosophies.  Shaping these powers helps her comprehend her relationship to the world in a new way, and she often discovers more about herself as she becomes more powerful.  At the beginning of her journey, an anchorite unlocks the powers of her first two circles.  As she learns more about the world and her place in it, her developing world view grants her access to more circles.  The goal of the anchorite is self-perfection in the realization of all aspects of oneself.

   One of an anchorite’s most noted abilities is her capacity to mentally distill a particular current of magical energy and manifest that power as an aspect of her soul.  Adopting an aspect in this way is a way for the anchorite to control her relationship to the world around her, furthering her journey of self-discovery.

Making an Anchorite
Unlike most spellshapers, an anchorite's role in most groups is that of a melee combatant.  However, her increasing number of chosen circles allows her to fill multiple rolls as she advances, granting her more versatility as she gains more levels in the class.  Moreover, her meditative aspects provide her with powerful benefits, making her a force to be reckoned with on the battlefield.

   Abilities: The most important ability score for an anchorite is Wisdom, as it determines the highest-level formulae that she can learn, as well as how difficult those formulae are to resist.  A high Dexterity score allows her greater precision with her spellshape strikes, and the extra hit points from a Constitution score are always useful.

   Races: An anchorite can come from any racial background, even those traditionally incapable of manifesting any magical power at all.  Since an anchorite's abilities come from within the soul, rather than from a reserve of arcane energy, even races that are normally entirely incapable of wielding arcane magic can follow the path of the anchorite.

   Alignment: An anchorite's path requires strict discipline, and many who follow it are lawful at heart.  However, so long as she is capable of following the meditative regimen, an individual of any alignment can become an anchorite.  In most cases, anchorites tend towards alignments that philosophically match the circles they can access.

   Starting Gold: 4d4x10 gp (100 gp).

   Starting Age: As sorcerer.



Class Features
All the following are class features of the anchorite.

   Weapon and Armor Proficiency: As an anchorite, you are proficient with simple weapons, but not with armor or shields.  Like arcane spellcasters, an anchorite wearing armor or using a shield incurs a chance of arcane spell failure (all arcane formulae have somatic components).


   Formulae: You begin play with knowledge of three arcane formulae.  At first, you have access to only two chosen circles.  As you advance as an anchorite, however, you learn to draw on new sources of power and gain access to more circles.

   Once you know a formula, you must prepare it before you can use it (see Formulae Prepared, below).  A formula usable by an anchorite is considered a spell-like ability unless otherwise noted in its description.  Unlike most other spell-like abilities, arcane formulae are subject to arcane spell failure chance, as described above in Weapon and Armor Proficiency.  The save DC for a formula that allows a save is 10 + formula level + your Wisdom modifier.

   You learn additional formulae at higher levels, as shown on Table 2-1.  To learn or shape a formula, you must have a Wisdom score equal to at least 10 + the formula level, as well as meeting the formula's prerequisite.  See page 36 of The Codex of Spellshaping: The Twelve Circles to determine the highest-level formulae you can learn.

   Upon reaching 4th level, and at every even-numbered anchorite level after that (6th, 8th, 10th, and so on), you can choose to learn a new formula in place of one you already know.  In effect, you lose the old formula in exchange for the new one.  You can choose a new formula of any level you like, as long as you observe your restriction on the highest-level formulae you know; you need not replace the old formula with a formula of the same level.  For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd-, or 4th-level formula for a formula of 5th level or lower.  You can swap only a single formula at any given level.


   Formulae Prepared: You can prepare all three of the formulae you know at 1st level, but as you advance in level and learn more formulae, you must choose which formulae to prepare.  You ready your formulae by meditating and praying for 5 minutes.  The formulae you choose remain prepared until you decide to meditate again and change them.  You need not sleep or rest for any long period of time to prepare your formulae; any time you spend 5 minutes in meditation and exercise, you can change your prepared formulae.

   You begin an encounter with all of your prepared formulae unexpended, regardless of how many times you might have already used them since you chose them.  When you shape a formula, you expend it for the current encounter, so each of your prepared formulae can be used once per encounter (unless you recover them, as described below).

   You can recover all expended formulae from a given circle by meditating on how the magical energies of that circle flow through your body.  This meditation is a move action that provokes no attacks of opportunity.  If you are currently in the meditative aspect associated with the circle in question (see below), you can perform this meditation as a swift action.  Meditating on the flow of magic in this way prevents you from properly tapping into a circle's power, and you cannot shape a formula in the same round that you recover the formulae belonging to its circle.

   In addition, once per encounter, you can change your prepared formulae as a swift action.  However, changing your prepared formulae in this way leaves all of your formulae expended--even those that had already been prepared.


   AC Bonus: As an anchorite, you are highly trained at dodging blows, and you have a sixth sense that lets you avoid even unanticipated strikes.  When unarmored and unencumbered, you add your Wisdom modifier (if any) as a bonus to your AC.  This bonus to AC applies even against touch attacks or when you are flat-footed.  However, you lose this bonus when you are immobilized or helpless.  This bonus does not stack with AC bonuses from similar abilities.


   Chosen Circle: You choose a pair of spellshaping circles at 1st level and then choose one additional circle at 2nd, 5th, 10th, and 15th level.  Each chosen circle grants you knowledge of its associated spellshape attack and the ability to learn arcane formulae from that circle.  Whenever you gain a new chosen circle, you may choose to learn up to two new formulae from that circle in place of ones you already know, losing the old formulae in exchange for the new ones.  In addition, each of your chosen circles provides you with a specific meditative aspect that you can adopt (see Meditative Aspect, below).

   You can select any circle that you want over the course of your advancement, even choosing two that seem diametrically opposed to one another, such as Brilliant Dawn and Glimmering Moon.  In such a case, you might seem to embody a series of contradictions, constantly seeking ways to balance (or not) the conflicting philosophies you endorse.  Alternatively, you could merely be a scholar who seeks to understand the truth of the circles' power.


   Meditative Aspect (Su): As an anchorite, you can adopt aspects of power that stem from your connection to the circles of spellshaping.  Each one of your chosen circles grants you a different aspect that you can adopt to gain special benefits in combat.  The strength of these benefits increases as you advance as an anchorite.
   When you choose to adopt an aspect, its benefits take effect immediately.  You can adopt a meditative aspect or change your adopted aspect by taking a full-round action to meditate.
   At first, you can adopt only one aspect at a time.  Starting at 10th level, you can have two aspects active at the same time; at 20th level, you can have three active aspects.

   Astral Essence: While manifesting this aspect, you gain a +1 insight bonus on all attack rolls.  This bonus increases to +2 at 8th level and to +3 at 15th level.
   Starting at 8th level, while this aspect is manifested, you can teleport up to a distance of half your speed as a move action that provokes no attacks of opportunity.  When you reach 15th level, you can instead teleport a distance of up to your speed as a move action.
   Starting at 15th level, this aspect grants you regeneration 10, overcome by cold iron.

   Blustering Gale: While manifesting this aspect, you gain a +1 dodge bonus to your Armor Class.  This bonus increases to +2 at 8th level and to +3 at 15th level.
   Starting at 8th level, while this aspect is manifested, you can deflect incoming ranged weapon attacks as though you possessed the Deflect Arrows feat, except that you can deflect a number of attacks per round equal to your Dexterity modifier (minimum 1).  When you reach 15th level, this ability allows you to deflect any ranged attack, including spells or abilities that require ranged touch attacks.
   Starting at 15th level, this aspect allows you to fly at a speed equal to your base land speed, with perfect maneuverability.

   Brilliant Dawn: When manifesting this aspect, you can see in any darkness, including magical darkness, out to 30 feet.  You also ignore 10% of any miss chance you might have on your attacks.  The amount of miss chance that you ignore increases to 20% at 8th level and to 30% at 15th level.
   Starting at 8th level, while this aspect is manifested, you gain immunity to fear.  When you reach 15th level, allies within 10 feet of you gain a +4 bonus on Will saves against fear effects.
   Starting at 15th level, this aspect grants you immunity to all death spells, magical death effects, energy drain, and any negative energy effects.  The aspect does not remove negative levels that you have already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

   Crushing Stone: When manifesting this aspect, you have a 25% change to negate critical hits or sneak attacks score against you.  This chance increases to 50% at 8th level and 75% at 15th level.
   Starting at 8th level, while this aspect is manifested, you gain hardness 5.  When you reach 15th level, this increases to hardness 10.
   Starting at 15th level, this aspect causes you to take half damage from electricity and fire attacks and one-quarter damage from cold attacks.  In addition, you take half damage from ranged weapons (unless the weapon is a siege engine or something similar).  Apply these divisions before applying the benefits of hardness or damage reduction.

   Deteriorating Corrosion: When manifesting this aspect, you ignore the first 5 points of energy resistance or damage reduction that any of your targets might possess.  The amount of energy resistance or damage reduction you ignore increases to 10 points at 8th level and to 15 points at 15th level.
   Starting at 8th level, while this aspect is manifested, your critical threat range with all spellshape attacks is increased by 1, as if you possessed the Improved Spellshape Critical feat.  When you reach 15th level, your critical threat range with all spellshape attacks is increased by a further 2, as if you also possessed the Greater Spellshape Critical feat.  These benefits do not stack with those of the Improved Spellshape Critical and Greater Spellshape Critical feats.
   Starting at 15th level, this aspect imbues your very touch with a corrosive quality.  Any wooden or metal weapon that strikes you must succeed on a Reflex save (DC 10 + 1/2 your shaper level + your Wisdom modifier) or partially dissolve, imposing a -1 penalty on attack and damage rolls with that weapon.  In addition, if you strike a creature wearing armor with one of your attacks, the armor must also succeed on a Reflex save or partially dissolve, reducing its armor bonus by 1 (to a minimum armor bonus of +0).  These effects stack with themselves and last until the end of the encounter.

   Devouring Shadow: When manifesting this aspect, you gain fast healing 1.  This benefit increases to fast healing 5 at 8th level and to fast healing 10 at 15th level.
   Starting at 8th level, while this aspect is manifested, any creature that successfully strikes you with an attack must succeed on a Fortitude save (DC 10 + 1/2 shaper level + your Wisdom modifier) or become fatigued for 1d4 rounds.  This effect does not stack with itself.  When you reach 15th level, a creature that fails this save becomes exhausted instead of fatigued.
   Starting at 15th level, this aspect grants you immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.  You also gain immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

   Eternal Moment: When manifesting this aspect, you gain a +1 insight bonus to initiative checks.  This bonus increases to +2 at 8th level and to +3 at 15th level.
   Starting at 8th level, while this aspect is manifested, you can deliver multiple attacks in a short span of time.  Whenever you make an attack with a spellshape strike, including attacks made as a part of shaping a formula, you may make an additional attack with that spellshape strike against the same target, at your highest attack bonus.  If the spellshape strike was made as a part of a formula, the formula resolves normally if either or both attacks hit, and the formula fails normally if both attacks miss.  You may benefit from this ability no more than once per round, and it does not stack with other effects that allow you to make extra attacks.  When you reach 15th level, this ability allows you to make two extra attacks instead of just one.
   Starting at 15th level, this aspect allows you to take a swift action once per round to move up to your speed.  This movement provokes no attacks of opportunity.

   Fleeting Image: When manifesting this aspect, you impose a 10% miss chance on all attacks made against you.  This miss chance increases to 20% at 8th level and 30% at 15th level.
   Starting at 8th level, while this aspect is manifested, you can see magical auras within 120 feet of you.  This effect functions like the arcane sight spell, except that it lasts for as long as the aspect is manifested.  When you reach 15th level, this effect also grants you the benefits of the true seeing spell.
   Starting at 15th level, this aspect causes enemies to treat you as a harmless illusion unless they succeed on a Will save (DC 10 + 1/2 shaper level + your Wisdom modifier).  A creature that fails this save acts as though it had successfully disbelieved an illusion, taking no attacks of opportunity against you and leaving itself flat-footed against your attacks.  Each time you attack such a creature, it can attempt a new saving throw against this effect.  A creature that succeeds on its Will save cannot be affected by this ability again for 24 hours.

   Glimmering Moon: When manifesting this aspect, you deal 1d4 points of Wisdom damage to any creature that targets you with thought detection, mind control, or telepathic ability.  The Wisdom damage dealt by this aspect increases to 2d4 at 8th level and 3d4 at 15th level.
   Starting at 8th level, any creature that successfully strikes you with an attack must succeed on a Will save (DC 10 + 1/2 shaper level + your Wisdom modifier) or become shaken for 1 round.  This effect does not stack with itself.  When you reach 15th level, a creature that fails this save is instead frightened for 1 round.
   Starting at 15th level, this aspect afflicts your attackers with ill luck.  Any creature that successfully strikes you with an attack must make a Will save (DC 10 + 1/2 shaper level + your Wisdom modifier) or be plagued with bad luck for 1d4 rounds.  Whenever an affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result is applied.

   Natural Balance: When manifesting this aspect, you gain a +1 natural armor bonus to your Armor Class.  This bonus increases to +2 at 8th level and to +3 at 15th level.
   Starting at 8th level, while this aspect is manifested, you gain bonus hit points equal to 1/2 your shaper level x your Wisdom modifier.  These bonus hit points function in all ways like those gained from an increase to your Constitution score, and they go away if you stop manifesting this aspect.  Starting at 15th level, you instead gain bonus hit points equal to your full shaper level x your Wisdom modifier.
   Starting at 15th level, this aspect allows you to draw a frenzied strength from your wounds.  You take damage normally, but every 20 points of damage you take grants you a stacking +1 bonus to attack and damage rolls, as well as a stacking +1 increase to the save DCs (if any) of any formulae that you shape.  This bonus lasts until the end of the encounter.

   Perfect Freeze: When manifesting this aspect, you gain a +1 armor bonus to your Armor Class.  This bonus increases to +2 at 8th level and to +3 at 15th level.
   Starting at 8th level, while this aspect is manifested, you gain damage reduction 5/-.  When you reach 15th level, you gain damage reduction 10/- instead.
   Starting at 15th level, this aspect allows you to freeze the ground around you.  At the end of your turn, you can choose to freeze the ground within 10 feet of your position.  The affected area remains frozen for 1 round, during which time it functions as though it were under the effect of a grease spell.  You ignore the effect of your own frozen squares.

   Roaring Tide: When manifesting this aspect, you gain a +1 competence bonus on checks made to resist being tripped, grappled, or bull rushed.  This bonus increases to +3 at 8th level and to +5 at 15th level.
   Starting at 8th level, while this aspect is manifested, any spell or effect that allows a Reflex save for half damage has a 25% chance of having no effect on you.  When you reach 15th level, such an effect instead has a 50% chance of having no effect on you.
   Starting at 15th level, this aspect leaves your body somewhat fluid and resistant to attacks.  You take half damage from all weapons, though a weapon with a special ability such as flaming or frost deals its full energy damage with each hit.

   Screeching Roc: When manifesting this aspect, you gain a +1 deflection bonus to your Armor Class.  This bonus increases to +2 at 8th level and to +3 at 15th level.
   Starting at 8th level, while this aspect is manifested, you gain blindsense out to 30 feet.  When you reach 15th level, you instead gain blindsight out to 60 feet.
   Starting at 15th level, this aspect grants you immunity to sonic damage, sonic and language-dependent mind-affecting abilities, and any spell or ability that is cast with a verbal component.

   Searing Flame: When manifesting this aspect, you deal 1d6 points of fire damage to any creature that successfully strikes you in melee.  This damage increases to 2d6 at 8th level and to 3d6 at 15th level.
   Starting at 8th level, while this aspect is manifested, you deal an extra die of damage with all spellshape attacks.  When you reach 15th level, you instead deal an extra two dice of damage with all spellshape attacks.
   Starting at 15th level, this aspect allows you to fly at a speed equal to your land speed, with perfect maneuverability.

   Shocking Current: When manifesting this aspect, you gain a +10 ft. enhancement bonus to your base land speed.  This bonus increases to +20 ft. at 8th level and to +30 ft. at 15th level.
   Starting at 8th level, while this aspect is manifested, any creature that successfully strikes you in melee must make a Fortitude save (DC 10 + 1/2 shaper level + your Wisdom modifier) or be dazed for 1 round.  When you reach 15th level, a creature that fails this save is stunned instead of dazed.  Creatures immune to stunning are dazed instead of stunned.
   Starting at 15th level, this aspect allows you to slip out of bonds, grapples, and even the effects of confining spells easily.  This ability duplicates the effect of a freedom of movement spell, except that it is active for as long as the aspect remains manifested.

   Unseen Impetus: While manifesting this aspect, you gain a +1 shield bonus to your Armor Class.  This bonus increases to +2 at 8th level and to +3 at 15th level.
   Starting at 8th level, while this aspect is manifested, you can function as though you were of a larger size.  Whenever you are subject to a size modifier or a special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you.  You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect you.  However, your space and reach remain those of a creature of your actual size.  The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject's size category.  When you reach 15th level, this ability allows you to be treated as up to two sizes larger if doing so is advantageous to you.
   Starting at 15th level, this aspect pushes back creatures that attack you.  Any creature that strikes you with a melee attack, including attacks made with reach weapons, must succeed on a Reflex save (DC 10 + 1/2 shaper level + your Wisdom modifier) or be pushed back 10 feet and knocked prone.  A successful save prevents the creature from both being moved and being knocked prone.


   Spellshape Strikes (Sp): Among the most basic abilities that you know as an anchorite are your spellshape attacks.  At 1st level, you learn the spellshape attacks associated with your chosen circles.  In addition, whenever you gain a new chosen circle, you learn the spellshape attack associated with that circle.
   Unlike most spellshapers, you cannot manifest your spellshape attacks as ranged blasts.  Instead, you channel their energies into your body and assault your foes with magical strikes.  You make your spellshape attacks as either melee attacks (in the case of a spellshape attack that would normally be made as a ranged attack) or as melee touch attacks (in the case of a spellshape attack that would normally be made as a ranged touch attack).  Any bonuses you would receive on attack rolls with your spellshape attacks apply normally to spellshape attacks made in this way.  Spellshape attacks and arcane formulae shaped in this way do not provoke attacks of opportunity, and you are immune to the harmful effects of formulae that you shape through your spellshape strikes.
   Successfully attacking a foe with a spellshape strike is a matter of speed, not brute force.  You add your Dexterity modifier (instead of your Strength modifier) to your melee attack rolls with your spellshape strikes.
   Unlike normal spellshape attacks, you can use your spellshape strikes to make attacks of opportunity.  As long as you are capable of making a spellshape strike, you threaten all squares within your reach as if you were armed.
   If you learn a new spellshape attack from a source other than your anchorite levels, such as by taking levels in a prestige class, you can make that spellshape attack normally or as a spellshape strike, as you choose.


   Still Mind (Ex): Starting at 3rd level, your meditation and training improve your resistance to attacks on your mind, granting you a +2 bonus on saving throws against mind-affecting spells and abilities.

   Energy Resistance (Ex): At 4th level, you choose an energy type and gain resistance 10 against that type.  At 8th, 12th, and 16th level, you gain resistance 10 against another energy type of your choice.

   Purity of Body (Ex): When you reach 5th level, your meditative regimen grants you total control over your body's immune system, granting you immunity to all diseases.

   Change Aspect (Ex): At 6th level, you gain the ability to change between your spellshape aspects much more quickly.  It takes only a standard action to change between aspects.  You can switch aspects as a move action at 12th level, and at 18th level you can change your aspect as a swift action.

   Diamond Body (Su): Starting at 11th level, you are in such firm control of your own metabolism that you gain immunity to poisons of all kinds.

   Enlightened Soul (Ex): At 13th level, you gain spell resistance equal to 10 + your shaper level.

   Timeless Body (Ex): Upon attaining 17th level, you no longer take penalties to your ability scores for aging and cannot be magically aged.  Any such penalties that you have already taken, however, remain in place.  Bonuses still accrue, and you still die of old age when your time is up.

   Perfect Self: When you reach 20th level, your devoted meditation and your use of magical abilities transforms you into a magical creature.  Your type changes to outsider, and you gain the native subtype.  In addition, you gain damage reduction 10/adamantine.


Playing an Anchorite
Anchorites are passionate adventurers and often view every new quest as a chance to learn more about the world, themselves, and the magic that unites the two.  Every new experience is a chance to learn, and learning is the path to perfection.  This quest for self-understanding is accompanied in many cases by self-sacrificing compassion, and wandering anchorites have been known to place themselves in danger simply to help a stranger in need.

   As an anchorite, you seek enlightenment above all else.  Rather than concern yourself with the wealth and fame you gain from an adventure, you seek to understand how the events have affected you as an individual.  Understanding how you develop as a person is crucial to your advancing power, and perfection can only come about through complete self-realization.  As such, you are willing to embark on any mission, regardless of cost or danger, so long as it affords you the opportunity to learn more about yourself.

Religion
Religion is likely unimportant to you, as you are more concerned with developing yourself than with the actions of the gods.  Though you do not belittle their power, you rarely see the need for open worship.  While you might recognize the gods of magic—Wee Jas, Boccob, or Vecna—your magic comes from your own actions, not their gifts.  In the case that you do feel reverence for a deity, you might see your path of self-perfection as the fulfillment of a divine mandate or similarly inspired quest.

Other Classes
Because you follow such a strict regimen of discipline, you have great respect for those who also follow regimens and codes, such as monks, paladins, and knights.  Traditional magic-users such as wizards and sorcerers tend to belittle your abilities, and you therefore do not get along too well with them.  However, other spellshapers recognize the merit of your achievements, and might even seek your advice about a particular circle.  Barbarians and similarly frenzied classes are simply impossible for you to understand, so you tend to avoid their company.

Combat
You fight on the front lines of the battlefield, striking your with magical attacks.  The meditative aspects that you choose to adopt have a large impact on your role in combat.  While more defensive aspects can protect you from your foes' blows, they lack the raw power that some of the more offensive aspects can offer.  You would do well to consider the circumstances before charging into battle, allowing you to adopt the aspect that is most advantageous to you.

   The number of circles that you can access constantly increases as you advance.  While you might have a relatively simple role in combat at lower levels, your versatility at high levels is nearly unmatched.  As such, you can choose to dabble in a variety of combat roles in order to suit your party.

Advancement
Your initiation as an anchorite involved no ceremony and no ritual.  You became an anchorite the day that you learned to shape your force of will into manifestations of magical power.  As you practiced this art, you came to recognize that the powers you could shape were suited to the ideas and concepts that you value.  In seeking mastery of yourself, you must master these powers and learn what they mean about you and who you are.  There is no teacher to guide you along this path, nor is there a monastery where you can train.  It is a path that you walk alone, for your own enlightenment.

   Your advancement as an anchorite is directly tied to the number of circles that you can access.  In making your choices, try to look ahead to your future goals.  If you plan to take levels in a specialized prestige class, make sure that you have access to the right circles at an early enough level.  In choosing your formulae, keep the powers of your meditative aspects in mind, as well as the formulae that you might be able to access later.

Anchorites in the World
“Anchorites provide us with a fascinating insight into the early development of magical power.  Rather than rely on study or inborn talent, they turn their bodies and souls into conduits, channeling magic through their very beings.”
—Orphander Jules, Magelord of the Tower Conclave

Anchorites, by their very existence, raise questions about the nature of magic.  While wizards prepare their spells through study and sorcerers possess magic in the same way that one might possess a talent, anchorites manifest magical abilities through nothing but meditation and reflection.  Their power comes from the soul, yet they ascribe no special significance to worshiping the gods.  Enigmatic, yet dedicated, these spellshapers bring a great deal of depth to the magical and philosophical elements of any world in which they are found.

   Wherever they are found, anchorites are motivated by the desire to act.  Their actions define them, but can also have an impact on the world around them.  Even if the campaign's focus shifts from battlefields to diplomatic meetings, an anchorite's desire to interact with the world means that she will continue to give her best effort to achieving the party's goals.

Daily Life
An anchorite prefers to spend a great deal of time in meditation.  She meditates after waking up in the morning, before eating, after battle, and before retiring for the night.  When she is not meditating, she is acting in some way.  Whether she is fighting wild animals that have been attacking a nearby town or preparing a savory rabbit stew for her party members, an anchorite strives to always be performing some task.  Even collecting stones or constructing a meaningless structure gives an anchorite the opportunity to reflect upon herself and where she is in the world.

Notables
Though the ambulatory lifestyle of anchorites means that few rest in any one place for long, their need to interact with the world means that several anchorites have become famous for their deeds.  For example, the anchorite Bashram Nitesh became well-known throughout the land for his habit of appearing just when he was needed, using his powers over time and flame to bring justice to the wicked.  Other famous anchorites include Harbin the Dark and Alaechel Solunis, rival spellshapers whose contrary philosophies led them to clash on numerous occasions.

Organizations
Because every anchorite follows her own path and philosophy, there is no organization that unites them.  Though an anchorite will occasionally join such organizations as the Conclave of the Tower, they tend to prefer to remain unaffiliated, as worldly ties can obscure the true vision of the self.

NPC Reactions
As a result of their strict meditation regimen and their strict adherence to their world views, anchorites are often mistaken for monks.  When an anchorite's magic is revealed, most people have an indifferent attitude towards them, just as they would towards any other magic-users.  While those who know of the selflessness of the anchorites might be pleased to see one around, the nature of an anchorite's focus is such that she is unlikely to advertise her presence or her attitudes.

Anchorite Lore
Characters with ranks in Knowledge (arcana) or Knowledge (religion) can research anchorites to learn more about them.  When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.

   DC 10: Anchorites are introverted magic-users who spend most of their time in meditation.

   DC 15: An anchorite practices magic in the form of spellshaping.  However, unlike other spellshapers, an anchorite's power does not stem from studying or from an innate knack—she develops it through meditation and self-reflection.

   DC 20: In addition to shaping arcane formulae, an anchorite can adopt meditative aspects—manifestations of power that are essentially a manifestation of a part of her soul.

Anchorites in the Game
While other individuals might put themselves forward, anchorites are very self-contained and tend to keep to themselves.  However, while a spellsage might be a suitable source for some piece of arcane knowledge, characters would be better served by seeking out an anchorite if they wish to know about the power of the self.  Anchorites tend to work well as philosophical characters, and a character's quest for a greater truth is a perfect way to introduce anchorites into the campaign setting.  Alternatively, an anchorite might approach the party in order to ask their aid with some task, or even simply to learn about their methods.

Adaptation
While anchorites are presented here as entirely self-sufficient, they could easily be adapted into a divine spellshaping class.  In such a case, the circles to which an anchorite had access would be determined by her god, and her formulae would function as manifestations of that god's power.  In such a variant, anchorites might well be a part of some monastic structure, in which they train themselves to do the work of their god.
« Last Edit: September 20, 2012, 06:04:30 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

  • Honorary Mod
  • *****
  • Posts: 2946
  • What is sickness to the body of a knight errant?
    • View Profile
    • The Spellshaping Codices (Homebrew Board)
Alternative Class Feature - Idiosyncratic Shaper
« Reply #1 on: December 29, 2011, 01:51:43 AM »
Idiosyncratic Shaper
Most spellshapers of a given path tend to draw upon the same sources of power.  Impulse mages rely on the force of their personalities, while spellsages learn their formulae through careful, regimented study.  However, there are idiosyncratic shapers who shape their powers in other ways.  There are tales of elemental adepts who call out to the elements the same way that a cleric calls out to a god, or spellshape champions who study their power in the same way that a wizard does.  Though rare, these shapers are no less powerful than their more conventional brethren.

   Class: Any spellshaper
   Level: 1st
   Cost: The number of formulae you can prepare is reduced by one.  (If you are an impulse mage, the number of formulae that occur to you at the beginning of an encounter is also reduced by one.)

   Benefit: At 1st level, you choose a mental ability score (Charisma, Intelligence, or Wisdom) to use in place of what your class would normally use as its spellshaping ability.  You use this ability score for determining the highest-level formulae that you can learn, and in order to set the save DCs (if any) of formulae that you shape.  For example, an idiosyncratic spellsage who chose to use Charisma as his spellshaping ability modifier would use it in place of his Intelligence score when learning and shaping formulae.
   In addition, if your class has other features that would be modified or determined by what that class normally uses as its spellshaping ability score, those features also use your chosen ability in place of the normal ability score.  However, if your class has features that would be modified or determined by your chosen ability score, those features use the ability that your class would normally use as its spellshaping ability score.
« Last Edit: September 17, 2012, 09:32:22 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

  • Honorary Mod
  • *****
  • Posts: 2946
  • What is sickness to the body of a knight errant?
    • View Profile
    • The Spellshaping Codices (Homebrew Board)
Alternative Class Feature - Numinous Anchorite
« Reply #2 on: July 17, 2012, 02:31:46 PM »
Numinous Anchorite
All anchorites are driven by a quest for self-knowledge and enlightenment.  Most manifest their connection to magic by adopting meditative aspects, transformative powers that grant them greater versatility and power in combat.  Some anchorites, however, choose instead to focus more on their interactions with the world.  Instead of adopting aspects, these spellshapers instead project numena--granting power not only to themselves, but also to their allies.

   Class: Anchorite
   Level: 1st
   Cost: You do not gain the AC bonus, meditative aspect, spellshape strikes, or change aspect class features.

   Benefit: You gain proficiency with light armor and can shape formulae while wearing light armor without incurring the normal arcane spell failure chance.  However, like an arcane spellcaster, you incur a chance of spell failure when wearing medium or heavy armor or when using a shield.  This only applies to the formulae you know as an anchorite, and you might incur arcane spell failure chance for formulae received from other spellshaper classes.
   In addition, you gain the following class features at the listed class levels.

   Spellshape Attacks (Sp): Unlike a normal anchorite, you make your spellshape attacks normally, not as melee attacks.  At 1st level, you learn the spellshape attacks associated with your chosen circles.  In addition, whenever you gain a new chosen circle, you learn the spellshape attack associated with that circle.

   Project Numena (Su): At 1st level, you gain the ability to project the numena associated with your chosen circles.  Whenever you gain a new chosen circle, you gain the ability to project the numen associated with that circle.
   At first, you can project only one numen at a time.  Starting at 10th level, you can have two numena active at the same time; at 20th level, you can have three active numena.
   Projecting the numen associated with a given circle allows you to recover formulae from that circle as a swift action, just as if you had adopted the meditative aspect associated with that circle.

   Change Numena (Ex): At 6th level, you gain the ability to change between your numena much more quickly.  It takes only a standard action to change your projected numen.  You can switch numena as a move action at 12th level, and at 18th level you can change your numena as a swift action.
« Last Edit: September 17, 2012, 09:36:20 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

  • Honorary Mod
  • *****
  • Posts: 2946
  • What is sickness to the body of a knight errant?
    • View Profile
    • The Spellshaping Codices (Homebrew Board)
Alternative Class Feature - Soulbound Companion
« Reply #3 on: July 18, 2012, 03:18:56 PM »
Soulbound Companion
In pursuing mastery of the self, anchorites tend to perfect both body and mind.  Just as she gains greater understanding of her soul, an anchorite develops complete control over her physical being.  Some anchorites, however, choose instead to focus on their connection to the world around them.  Rather than turning inwards, these ascetics seek out creatures to which they feel truly connected.  By journeying with these soulbound companions, such anchorites learn to place the needs of others above their own, even as they continue to develop their self-awareness.

   Class: Anchorite
   Level: 1st
   Cost: You do not gain the still mind, purity of body, diamond body, enlightened soul, or perfect self class features.

   Benefit:  You add Handle Animal and Ride to your list of class skills as an anchorite.  In addition, at 3rd level, you gain an animal companion.  This ability functions like the druid's animal companion ability (see page 35 of the Player's Handbook), except that your effective druid level is equal to your anchorite level.  You may select from the alternative lists of animal companions just as a druid can.  Like a druid, however, you cannot select an alternative animal if the choice would reduce your effective druid level below 1st.
   Instead of the Share Spells ability, your animal companion gains the extraordinary ability to share formulae.  At your option, you may have any minor formula you shape upon yourself also affect your animal companion.  The animal companion must be within 30 feet of you at the time of shaping to receive the benefit.  If the formula has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 30 feet away and will not affect the animal again, even if it returns to you before the duration expires.
   Additionally, you may shape a formula with a target of "You" on your animal companion (with a range of touch) instead of on yourself.  You and your animal companion can share formulae even if the formulae do not affect creatures of the companion's type (animal).
« Last Edit: September 17, 2012, 09:42:06 AM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline DonQuixote

  • Honorary Mod
  • *****
  • Posts: 2946
  • What is sickness to the body of a knight errant?
    • View Profile
    • The Spellshaping Codices (Homebrew Board)
Alternative Class Feature - Wild Ascetic
« Reply #4 on: August 20, 2012, 10:08:01 PM »
Wild Ascetic
The journey of an anchorite is one of self-discovery.  As an anchorite travels through the world, she discovers more about herself, forming allegiances to philosophies and powers she may have never before considered.  Some anchorites, however, start out with strong connections to the natural world.  Rather than seeking answers aimlessly, these wild ascetics know themselves to be a part of something larger.  Through exploration of the wild, they seek to understand not just their own identities, but their place in nature's balance.

   Class: Anchorite
   Level: 1st
   Cost: You do not select two chosen circles at 1st level.  In addition, you can never select the Devouring Shadow, Fleeting Image, or Unseen Impetus circles as chosen circles.

   Benefit: You add Heal and Survival to your list of class skills as an anchorite.  At 1st level, you gain access to the Natural Balance circle, and you learn the thornspike spellshape attack.  In addition, you gain the following class features at the listed levels.

   Natural Incantations (Sp): At 1st level, you gain the ability to shape the incantations of the Natural Balance circle.

   Shapeshift (Su): Starting at 1st level, you can shapeshift at into powerful animal or nature-oriented forms.  Each time you use this ability, you can choose the exact look that your shapeshifted form takes.  Wild ascetics usually pick animals from the terrain and climate they're most familiar with.  For example, a wild ascetic from a jungle might adopt the form of a black panther while in predator form, while one from the taiga might shapeshift into a white wolf.  The two forms look different, but they are functionally identical.

   It requires only a swift action to shapeshift.  If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form.  There's no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.  You gain the ability to shapeshift into more forms as you increase in shaper level, and some of your forms gain additional benefits as you advance in shaper level.

   You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form.  You also retain your normal ability scores, though each form grants a bonus to your Strength score.
   You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.  You can still adopt meditative aspects, and their benefits apply normally to your new form.

   All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form.  You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation.  You retain the ability to shape all the arcane formulae you know as an anchorite while shapeshifted.  However, you cannot make your spellshape strikes normally normally; instead, you channel them through your new form's primary natural attack.  This functions like a spellshape champion's spellshape channeling ability (see page XX).  These attacks are still considered to be attacks with your spellshape strikes for all purposes.

   Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form.  You always retain your type and subtypes, regardless of the nature of the form assumed.  You don't gain any special attacks or qualities while shapeshifted except as described below.

   When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below.  These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your shaper level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction.
   If knocked unconscious or slain in shapeshifted form, you revert to your original form.

   Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a wild ascetic learns.
   While in predator form, you gain a primary bite attack that deals 1d6 points of damage.  You have the reach of a long creature of your size (5 feet for Medium creatures).  You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4.  Your base land speed becomes 50 feet.
   At 4th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don't meet the prerequisites).

   Aerial Form: At 5th level, you can shapeshift into a flying creature.  Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way.
   While in aerial form, you gain a primary talon attack that deals 1d6 points of damage.  You have the reach of a long creature of your size (5 feet for Medium creatures).  You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2.  You gain a fly speed of 40 feet (good maneuverability).
   At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form.

   Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf.
   While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage.  Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large).  You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8.  Your base land speed changes to 40 feet.
   At 10th level, you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form.

   Natural Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treat.
   While in natural avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each.  Your size increases by one category (to a maximum of Colossal), and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large).  You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12.  Your base land speed becomes 20 feet.
   You gain damage reduction 5/slashing while in natural avenger form.
   At 14th level, you gain Improved Overrun as a bonus feat while in natural avenger form (even if you don't meet the normal prerequisites).

   Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift).
   While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each.  Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge).  You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude. Reflex, and Will saves, and your natural armor bonus improves by 16.  You do not gain any new modes of movement in elemental fury form, nor does your base land speed change.
   You gain immunity to extra damage from critical hits while in elemental form.  You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold).  You don't need to breathe while in elemental fury form.
   At 18th level, you gain Great Cleave as a bonus feat while in elemental fury form (even if you don't meet the normal prerequisites).
« Last Edit: October 19, 2013, 01:39:16 PM by DonQuixote »
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”